Abstract In the modded multiplayer environment of FiveM, hitbox accuracy is the single most critical factor determining the legitimacy of gunplay. Unlike the base Grand Theft Auto V single-player engine, FiveM introduces network variables (desync), modified collision models, and server-side anticheats that alter how hits are registered. This paper analyzes the architecture of hitbox detection in FiveM, identifies the causes of common discrepancies (e.g., "shooting behind moving targets"), and proposes optimization strategies for server owners and script developers. 1. Introduction Grand Theft Auto V’s native engine uses a hybrid hitbox system based on skeletal animations and physical collision spheres. FiveM, as a modification framework, inherits these assets but routes all validation through a client-server model. This introduces a fundamental problem: What the shooter sees vs. what the server validates vs. what the target’s client reports .